/** * @file lltargetingmotion.cpp * @brief Implementation of LLTargetingMotion class. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include "linden_common.h" #include "lltargetingmotion.h" #include "llcharacter.h" #include "v3dmath.h" #include "llcriticaldamp.h" //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- const F32 TORSO_TARGET_HALF_LIFE = 0.25f; //----------------------------------------------------------------------------- // LLTargetingMotion() // Class Constructor //----------------------------------------------------------------------------- LLTargetingMotion::LLTargetingMotion(const LLUUID &id) : LLMotion(id) { mCharacter = NULL; mName = "targeting"; mTorsoState = new LLJointState; } //----------------------------------------------------------------------------- // ~LLTargetingMotion() // Class Destructor //----------------------------------------------------------------------------- LLTargetingMotion::~LLTargetingMotion() { } //----------------------------------------------------------------------------- // LLTargetingMotion::onInitialize(LLCharacter *character) //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLTargetingMotion::onInitialize(LLCharacter *character) { // save character for future use mCharacter = character; mPelvisJoint = mCharacter->getJoint("mPelvis"); mTorsoJoint = mCharacter->getJoint("mTorso"); mRightHandJoint = mCharacter->getJoint("mWristRight"); // make sure character skeleton is copacetic if (!mPelvisJoint || !mTorsoJoint || !mRightHandJoint) { LL_WARNS() << "Invalid skeleton for targeting motion!" << LL_ENDL; return STATUS_FAILURE; } mTorsoState->setJoint( mTorsoJoint ); // add joint states to the pose mTorsoState->setUsage(LLJointState::ROT); addJointState( mTorsoState ); return STATUS_SUCCESS; } //----------------------------------------------------------------------------- // LLTargetingMotion::onActivate() //----------------------------------------------------------------------------- bool LLTargetingMotion::onActivate() { return true; } //----------------------------------------------------------------------------- // LLTargetingMotion::onUpdate() //----------------------------------------------------------------------------- bool LLTargetingMotion::onUpdate(F32 time, U8* joint_mask) { LL_PROFILE_ZONE_SCOPED; F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TORSO_TARGET_HALF_LIFE); LLVector3 target; LLVector3* lookAtPoint = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); bool result = true; if (!lookAtPoint) { return true; } else { target = *lookAtPoint; target.normVec(); } //LLVector3 target_plane_normal = LLVector3(1.f, 0.f, 0.f) * mPelvisJoint->getWorldRotation(); //LLVector3 torso_dir = LLVector3(1.f, 0.f, 0.f) * (mTorsoJoint->getWorldRotation() * mTorsoState->getRotation()); LLVector3 skyward(0.f, 0.f, 1.f); LLVector3 left(skyward % target); left.normVec(); LLVector3 up(target % left); up.normVec(); LLQuaternion target_aim_rot(target, left, up); LLQuaternion cur_torso_rot = mTorsoJoint->getWorldRotation(); LLVector3 right_hand_at = LLVector3(0.f, -1.f, 0.f) * mRightHandJoint->getWorldRotation(); left.setVec(skyward % right_hand_at); left.normVec(); up.setVec(right_hand_at % left); up.normVec(); LLQuaternion right_hand_rot(right_hand_at, left, up); LLQuaternion new_torso_rot = (cur_torso_rot * ~right_hand_rot) * target_aim_rot; // find ideal additive rotation to make torso point in correct direction new_torso_rot = new_torso_rot * ~cur_torso_rot; // slerp from current additive rotation to ideal additive rotation new_torso_rot = nlerp(slerp_amt, mTorsoState->getRotation(), new_torso_rot); // constraint overall torso rotation LLQuaternion total_rot = new_torso_rot * mTorsoJoint->getRotation(); total_rot.constrain(F_PI_BY_TWO * 0.8f); new_torso_rot = total_rot * ~mTorsoJoint->getRotation(); mTorsoState->setRotation(new_torso_rot); return result; } //----------------------------------------------------------------------------- // LLTargetingMotion::onDeactivate() //----------------------------------------------------------------------------- void LLTargetingMotion::onDeactivate() { } // End